Two Cities of Shadow
Two Cities of Shadow Set House Rules
No Action points and No Surges. Each pulls from a pool of new points called SP (Sanity Points) and LP (Life Points). Whenever a player needs to spend a healing surge, they spend an SP or an LP (player choice). Whenever a player would like to spend an Action Point, they spend an SP or an LP (player choice)
Life Points (LP): Str Mod + Con Mod + Dex Mod + Level
0=LP is unconscious, -1 LP is death.
Sanity Points (SP): Int Mod + Wis Mod + Cha Mod + Level
0 SP means the character becomes catatonic, unable to take actions except resting, -1 SP means the character has lost all senses and gone permanently insane.
Changes to Second Wind
Standard Action Encounter Power
Regain 1 LP or 1 SP, and you regain HP as if you spent a healing surge. Until of the start of your next turn, you gain a +2 bonus to all defenses and saves.
After an encounter, each player may take a single short rest. During a short rest each player regains HP equal to their surge value and 1 SP and 1 LP.
During a short rest a character may make a save to end a single despair effect.
If a character rests 8 hours, their SP and LP return to their maximum values.
Changes to Healing Potions
Potions that restore HP do not require healing surges to be spent.
Action Point Sub
The following actions count as spending an Action Point for the purposes of rules text and powers.
Each round, only one of these special actions may be performed
LP spent: Action performed (Actions of great Physical Effort)
1: Recharge a Martial or Primal Encounter Power
2: Recharge a Martial or Primal Daily Power
1: Re-roll an Attack that misses all targets. It must be Martial or Primal, or any Physical Attack action.
1: (Stand Firm) If you are reduced to 0 or fewer HP, you may pay 1 LP to remain standing. You are dazed as long as you are below 0 HP and must pay 1 LP at the start of your turn or fall unconscious.
SP spent: Action performed (Actions of great Mental Strain)
1: Recharge an Arcane, Divine, Psionic, or Shadow Encounter Power
2: Recharge an Arcane, Divine, Psionic, or Shadow Daily Power
1: Re-roll an Attack that Misses all targets. It must be Arcane, Divine, Psionic, or Shadow.
1: (Courage) Overcome Hesitation
1: (Willpower) Make a save against a despair effect.
Body Save: Roll a save and add the number of LP remaining. If greater than 15, success.
Mind Save: Roll a save and add the number of SP remaining. If greater than 15, success.
At the beginning of combat, if the monster engaged is horrible in its image or surprises the heroes, each player makes a Mind save. Failure results in the Hesitation status effect (Mind save ends). Hero’s inflicted with Hesitation cannot attack or move toward any enemy, but may flee if they choose. Hesitating characters grant combat advantage.
*Horrific visions, surprises, torture, sudden pain, extended periods in darkness, and fear effects can all cause loss of SP on a failed mind save (DM discretion)
- When a hero is reduced to 0 HP and falls unconscious, each player that can see this happen must make a mind save or lose 1 SP.
- Any hero addicted to potions must consume at least 1 potion a day or lose 1 Sp. The hero gains no benefit from this potion. Each potion after the first works as normal, though requires a Mind Save or 1 SP loss. Addiction counts as a disease for purpose of overcoming it.
*(Encouraged)Whenever a hero makes a critical hit against an opponent, they regain 1 SP.
- Whenever all opponents are reduced to 0 HP and killed in an encounter, each hero regains 1 SP.
On the loss of a Mind save, a hero may develop a psychological scar that influences roll play and further sanity loss. (They must draw from the Dispair deck, DM discretion)